Session Twenty

General Summary

  • we enter a very geometric speakeasy that is lit with blue mage flame as jazz plays in the background
  • the place is pretty empty as we came a bit early
  • there is a green koblod man behind the bar setting up for the night, he wears large bottle glasses
  • vaurvan and black fin go to get drinks and Cheyanne and harmony grab a booth near the few other people in here
  • the bartender tends seems to be some sort of alchemist.
  • vaurvan asks for 4 wondermaker punches and a bottle of wine
  • the other students in here are mainly talking about course work
  • harmony gets wasted
  • I wish to know what the prophecy means and my ice cube turns metallic copper
  • harmony wishes her wife was alive and it turns pale yellow; like jasmine
  • vaurvan asks for a proper conversation with Gita, and it turns pearly white
  • black fin wishes to be stronger, and it turns inky emerald green and glows
  • the bar starts to fill up, there are now more then 20 people here.
  • there is a goblin that comes in from a hidden door carrying a crate, he drops it behind the bar.
  • Cheyanne convinces Ricky to let her behind the bar, there is so many bottles back there. He tells me that the alcohol just shows up magically.
  • supposedly this bar has existed for a long time and was recently rediscovered, and the old bartender was a ghost that vacated.
  • there is magic in the walls, especially in the runes carved on the walls
  • I open the secret door and it opens into a hallway
  • I drag harmony in with me and we head down the hall
  • vaurvan and black fin head over to the fighting ring
  • vaurvan fights log the enormous
  • the halls behind the speakeasy are very geometric as well, these hallways seem to go on forever.
  • it is a maze back here, harmony begins to get overwhelmed by the halls
  • we find footprints on the floor and begin to follow them.
  • the etching in the walls are becoming more pronounced or less worn away.
  • the runes are possibly a bit familiar to harmony, but she can't identify them. There are also hyroglyphs on the walls.
  • harmony notices an out of place carving. It seems not right. Cheyanne touches it and both girls make a wisdom save.
  • we are both incapacitated with hideous laughter.
  • after we recover we notice that any of these runes could trigger a spell.
  • vaurvan nd black fin find cheyannne and harmony in the halls
  • we refind the footprint and they lead to a room.
  • the pattern of the walls becomes more organized here, like bookshelf's for the runes almost.
  • vaurvan begins to try pulling on the bookshelf's
  • after a combo of doors, the farthest doors open to another passage
  • we find a ruined laboratory with subject tanks that have been broken with a crow woman tied down to an exam table
  • there is a melted artifice machine that seems to be some sort of distiller mixed with some other conductor parts.
  • the magic static gets worse as I get closer to the machine
  • the drow woman is insane at the moment
  • harmonies spells are having odd effects such as glowing veins and a delayed shadow
  • we give the woman a greater resoration and she passes out but seems okay
  • she tells us she was working with the harmonic collective but they turned on her and destroyed her lab.
  • -they created spellslayer wine teas a base ti make a poison to use against spellcasters. It strips powers from spellcasters
  • the wine that she developed is designed to rob spellcasters of their magic
  • -students at avail have been developing magical resonance sickness, the wine mimics and advances this sickness.
  • the magic stays in their system, and then they put the student in the syphon, which drains the magic/ potentia into containment and it can develope into spell stones. The plan was to refine the magic and then have the spell stones used for the harmonic collective
  •  

    Quest Log

    Race for the Rails

    • Figure out who's behind the sabotage of the Rusty Rails rail line.
    • High Noon Shootout: Survive the Vipers gang attack on Copper Ridge. Completed: Session One.
    • Wanted: Dead or Alive: Hunt down Fang, the leader of the Vipers bandit gang. Completed: Session Three.
    • The Big Bang: Survive the rockslide triggered by the explosion at The Cut, and save as many townsfolk as possible. Completed: Session Four - WIP.
    • Under the Light of the Moon: Investigate the large object discovered at the blast site near the Cut. Completed: Session Five - WIP.
    • "H.": Follow up on the lead in Z'Veena about the mysterious "H." who hired the Vipers to disrupt the Rusty Rails construction project. Letter found in Session Three.

    The Vipers

    • Find out where the money went. Get it back.
    • Red Rock Ridge: Clear out the Vipers bandit gang from their hideout/stronghold near Copper Ridge. Completed: Session Three
    • As the Crow Flies: Track down "Crow", the mage who sold Sage, the snake with a hundred mage hands to Fang, leader of the Vipers bandit gang. Completed:Session Eleven
    • The Mysterious S.V.: Find where the stolen money went by tracking down "S.V.", per a letter from Fang's boot, received in Session Three. S.V. likely captains the Nightscream, a sky-pirate dirigible airship, last seen traveling south along Readmuse Range.
    • Sage, the Snake with a Hundred Mage Hands: Track down the snake used in the Copper Ridge heist. Calicrysta Byrch says it is probably seeking its mother - search for a large, darkly iridescent scale similar to the one Crysta used to create Sage. Perhaps in Z'Veena?

    Uncovering the Past

    • Work with the Trill Society to uncover and identify the mysterious object unearthed by the explosion outside Copper Ridge.
    • The Trill Society: Visit the headquarters of the Trill Society, an archaeological guild. Completed: Session Nine Report
    • The Vault of Shadows: Locate and explore the Vault of Shadows, returning to the Council of Matrons in Tarana when finished. Completed: Session Fourteen )
    • Primordial Remains: Follow up with Field Crew Callithrix after they've had time to excavate the site near Copper Ridge.

    A Curious Wreckage:

    • Investigate the airship wreckage and learn what happened to the vehicle.
    • Dearest Renegade: Investigate the crashed airship, Dear Renegade, its wreckage located outside of Copper Ridge. Completed: Session Two
    • Repair the Black Box: Repair the glass orb recovered from the crashed airship. Lew's notes at Rainwood Hall indicate the Lascari twins in Nova Excelsium were the creators of the orb.

    The Blinded Seers:

    • The Hearth of Zivaria: Travel to and explore the Hearth of Zivaria (Completed Session Fifteen)
    • The Sole Survivors: Stop the cultists from eliminating all of the Ghytan clerics assembled. Escort them to safety.
    • A Prophecy Spoken: Decipher the prophecy spoken by the surviving Ghytan clerics.

    The Awakening:

    • Tracing Leylines: Lilvi mentioned a visiting scholar at The Avail Academy who was discussing the theory of leylines. Perhaps the leylines have something to do with Fexnas' awakening?

    To No Avail:

    • Back to School: Travel to The Avail Academy to follow up on rumors of missing students. Completed Session Eighteen.
    • Skipping Class: Investigate the missing and ill students at The Avail Academy, and notably, locate Arenne Quill, Mellifret's absent wizard.

    Other Missions:

    • Assorted and unoffiliated missions (for now...)
    • Restore Zeb's Memories: Zeb, who runs the Copper Tubs bathhouse in Copper Ridge appears to have serious amnesia.
    • Haunting Blueprints: Follow up on the airship tower blueprints found at Lew's workshop at Rainwood Hall, as found in Session Nine Report.
    • The Genesis Cube: Escort the Cube to the Pillars of the Aesnii, Viena's shrine in Z'Veena.
    • The Continental Tour: Follow up on Sedilia's coded notes which seem to align with the continental tour of Melody Locke & the Symphonia Borealis.

    Campaign
    Zivaria: Season One
    Protagonists

    Cheyanne "Doc" Adkins

    Chaotic Good Goblin (City Watch / Investigator)
    Artificer 5
    38 / 38 HP
    STR
    12
    DEX
    16
    CON
    14
    INT
    17
    WIS
    8
    CHA
    12

    Harmony Moonweaver

    Lawful Good Aasimar (Far Traveler)
    Cleric 6
    57 / 57 HP
    STR
    13
    DEX
    10
    CON
    18
    INT
    7
    WIS
    20
    CHA
    16

    Vaurvan

    Chaotic Good Goliath (Sky Pirate)
    Barbarian 5
    62 / 62 HP
    STR
    18
    DEX
    12
    CON
    16
    INT
    8
    WIS
    12
    CHA
    12

    Captain Blackfin "Ice Heart" Thornside

    Lawfull Evil Reborn (Pirate)
    Fighter 3
    Warlock 3
    56 / 56 HP
    STR
    17
    DEX
    14
    CON
    14
    INT
    8
    WIS
    12
    CHA
    18

    Lucor Briskbrand

    Chaotic Good Rock Gnome (Folk Hero)
    Bard 5
    43 / 43 HP
    STR
    12
    DEX
    14
    CON
    16
    INT
    10
    WIS
    8
    CHA
    17
    Report Date
    11 Aug 2025